File information

Last updated

Original upload

Created by

arroyo340

Uploaded by

arroyo340

Virus scan

Safe to use

51 comments

  1. AlexZander40
    AlexZander40
    • premium
    • 8 kudos
    xEdit found 4 errors.

    Checking for Errors in [80] WorkbenchRepairsv2.esp
    [00:00] SchematicsWorkbenchMsgRepairComplete [MESG:80002962]
    [00:00]     MESG \ Menu Buttons \ Menu Button \ Conditions \ CTDA - Condition \ Parameter #1 -> Found a TXST reference, expected: ACTI,ALCH,AMMO,ARMA,ARMO,ASPC,BOOK,CONT,CREA,DOOR,FLST,FURN,GRAS,IDLM,KEYM,LIGH,LVLC,LVLN,MISC,MSTT,NOTE,NPC_,PROJ,PWAT,SCOL,SOUN,STAT,TACT,TERM,TREE,WEAP
    [00:00] SchematicsWorkbenchMsgRepairFail [MESG:80003009]
    [00:00]     MESG \ Menu Buttons \ Menu Button \ Conditions \ CTDA - Condition \ Parameter #1 -> Found a TXST reference, expected: ACTI,ALCH,AMMO,ARMA,ARMO,ASPC,BOOK,CONT,CREA,DOOR,FLST,FURN,GRAS,IDLM,KEYM,LIGH,LVLC,LVLN,MISC,MSTT,NOTE,NPC_,PROJ,PWAT,SCOL,SOUN,STAT,TACT,TERM,TREE,WEAP
    [00:00] SchematicsWorkbenchMsgDismantleFail [MESG:8000300C]
    [00:00]     MESG \ Menu Buttons \ Menu Button \ Conditions \ CTDA - Condition \ Parameter #1 -> Found a TXST reference, expected: ACTI,ALCH,AMMO,ARMA,ARMO,ASPC,BOOK,CONT,CREA,DOOR,FLST,FURN,GRAS,IDLM,KEYM,LIGH,LVLC,LVLN,MISC,MSTT,NOTE,NPC_,PROJ,PWAT,SCOL,SOUN,STAT,TACT,TERM,TREE,WEAP
    [00:00] SchematicsWorkbenchMsgRepair "Repair Menu" [MESG:8000156C]
    [00:00]     MESG \ Menu Buttons \ Menu Button \ Conditions \ CTDA - Condition \ Parameter #1 -> Found a TXST reference, expected: ACTI,ALCH,AMMO,ARMA,ARMO,ASPC,BOOK,CONT,CREA,DOOR,FLST,FURN,GRAS,IDLM,KEYM,LIGH,LVLC,LVLN,MISC,MSTT,NOTE,NPC_,PROJ,PWAT,SCOL,SOUN,STAT,TACT,TERM,TREE,WEAP
    [00:00] Done: Checking for Errors, Processed Records: 44, Errors found: 4, Elapsed Time: 00:00

    1950sCasual02OldF [TXST:000615C5] is what is referenced.
    Is this intentional?
  2. JimmyRJump
    JimmyRJump
    • premium
    • 245 kudos
    I like the mod but the option to repair everything in your inventory has gone missing? I can only repair the weapon that's equipped (as stated in the description) but coming back from a trip through the Wasteland, I have dozens of weapons and armour I'd like to repair before selling the lot and equipping one after the other would take too much time. I could of course head off to a vendor that has 100% repair skill, but that (to me) beats having a workbench in my apartment. I fear I'm gonna have to uninstall the mod...
  3. Assenge
    Assenge
    • member
    • 0 kudos
    seriously..?? Gun Nut perk..?? i dont hav that perk..
  4. Aldenarian
    Aldenarian
    • supporter
    • 1 kudos
    Maybe a stupid question, but... How do I get the repaired item back from the workbench repair menu?
    I repaired the alien blaster, but then, it won't let me pick it back up and I don't have it in my inventory anymore.
  5. omarag
    omarag
    • supporter
    • 5 kudos
    Finally, a proper repair mod. I cannot thank you enough for this. I've tried everthing on the Nexus for a balanced, semi-realistic, sensible repair mod but unfortunately nothing came close imho.

    Quick question, if indeed you still support this mod - I installed this after Vanilla UI. I was asked if I wanted to override Vanilla UI's 'inventory_menu.xml' with the one from your mod and selected no. Your mod seems to be working absolutely fine; as intended. Will there be any consequence with this component not activating over Vanilla UI's?

    Many thanks again for incorporation of this. Your mod manages to take the neglected trifecta of junk, workbenches and repair and turn them into something really useful. Endorsed for sure.
  6. Celticgirl
    Celticgirl
    • member
    • 35 kudos
    arroyo340 with your permission I'd like to make your mod as a portable workbench that you could drop and move it around without affecting the vanilla.
    bench.

    If anyone is having the problem of not being able to repair their armor with the Pip-Boy simply remove the (Inventory_Menu.xml) from the Data/Menu/Main folder. Hopefully you backed up the original. The mod works fine without that file.
    1. insaneplumber
      insaneplumber
      • premium
      • 263 kudos
      A great idea and execution.
      Thank you for sharing your work.

      Track Endorse

      P. S.
      I strongly support the idea Celticgirl (Maybe as a portable toolbox, etc ... a little hard to carry around constantly workbench <Immersion>

      Patch introducing compatibility with Fallout Wanderer Edition would be very welcome as well.

      If you are interested I have a few meshes that will fit your modification. (Variants boxes with key tools etc ...)
    2. arroyo340
      arroyo340
      • member
      • 6 kudos
      I realize that this reply is ridiculously late, but please go right ahead with your idea. If you'd like, I can post that version onto this page. Totally up to you.
    3. FreedomFighter4
      FreedomFighter4
      • member
      • 22 kudos
      Did you ever end up making it the portable workbench version?
  7. scharleaux
    scharleaux
    • member
    • 0 kudos
    If using DarN and having UI problems, you need to open DarN mod folder into your NMM/FOMM/FOMO by clicking right button in the mod/esp and "open in explorer". Navigate folders until you find inventory_menu.xml in "main" folder.

    To disable repair via UI, without conflicts, go to inventory_menu.xml and find the following section:
    <image name="IM_RepairButton">

    Down below, there is a property of this section that disables the repair button if the keyring from MISC(Pipboy) is open:

    <visible> <not src="io()" trait="_KeyringOpen" /> </visible>

    Change it to:
    <visible> &false;</visible>

    There you go. Repair function will be completely wiped out from the pipboy and the repair function on the workbench will still be functioning. I wonder how could the modder make such a complicated script and couldn't handle such a trial and error observation task like this one.

    I wish he could solve my script incompatibility with other mods lol
  8. VGI
    VGI
    • member
    • 0 kudos
    This is only for guns?

    How about armor?
    1. Duster45
      Duster45
      • supporter
      • 4 kudos
      It is only for guns. For armor repair check out; http://www.nexusmods.com/fallout3/mods/20821
  9. aureaaetas
    aureaaetas
    • member
    • 0 kudos
    Hi.
    Wish I could use your mod but I can't.
    It doesn't work even with CRAFT and DarnUI disabled.
    Sad since the repair system from FWE isn't that great.

    That said, the part in your descrition about compatibility ("FOR ANYONE HAVING U.I. ISSUES, please be aware that the file "Inventory_Menu.xml" is made to remove the "Repair" option from the Pip-Boy entirely. If you have U.I. issues, remove that file and replace the old version, originally found in the " Data" folder when you first installed the game." ) is wrong.
    The file is in the BSA, so you only need to delete "Inventory_Menu.xml" to come back to vanilla.
    1. arroyo340
      arroyo340
      • member
      • 6 kudos
      It seems to have worked for most people, so maybe consider adjusting your load order or disabling any other mods that might conflict with it. The only script that's edited is the one triggered by activating a workbench, so there shouldn't be such a big issue.

      And thanks for the info, I'll update the description right now.
  10. rekkhan
    rekkhan
    • member
    • 1 kudos
    I have same problem with some people here. Your mod doesn't work with FWE since authors of FWE has included CRAFT in their mod (CRAFT is required for FWE to work). So, please make compatible patch for FWE. I really want both FWE and your mod in my game.